Also the repetition within the game as a whole is not all bad. If every task or action in the game was made only once there would be no continuity to the game and no opportunity to apply improvements in a skill. The problem with repetition is that there is a subjective and individual thresh hold at which the action becomes boring or tedious. Because it is not a hard set point though, no matter where you stop the repetition some of your audience will likely be on each side, and too far to either side is bad for the overall enjoyment of the game. Because of that you need to allow the player to enjoy a task for its own sake up until it is no longer enjoyable in and of itself. If it is enjoyable because of an end result without being itself enjoyable then it becomes grinding.
In other words the player needs to enjoy the repetitive action until he no longer wants to continue and then at that point, because of being bored with it, have no reason at all to continue with it.
To: Wavinator
Quote:
In games where you can perform an action to raise a skill or stat, what do you think about some mechanism that forces players to rotate their actions for maximum benefit.
I think this is fundamentally a bad plan as offering a reward for the action will motivate the player to continue with an action past its point of non-enjoyableness. Your rotation idea will only motivate the player to take a break from the action while doing a different action. These actions though may still not be enjoyably to the player due to boredom, even after a break, while the reward for them is still desirable enough to entice the player to continue doing them. You will extend the grind, but it is still a grind.